Mount & Blade II: Bannerlord

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Basileus TheUnknown Sval Carrasco

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ThresherMaw

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About this mod

Banner Kings is a suite of features to deepen non-combat gameplay. Populations, feudal titles, village projects, settlement management overhaul & more.

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Translations
  • Ukrainian
  • Turkish
  • Spanish
  • Russian
  • Portuguese
  • Polish
  • French
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General Information

Information on Installation, FAQ, Reporting / Known Issues, all of these are made available on the mod's Github.
I've left below a general description of the features. However main referecen is the the Github's Wiki and functions as final source of truth.


Features

Banner Kings is heavily inspired by Crusader Kings as well as other Paradox games. The mod's purpose is to add layers of gameplay and depth to non-combat gameplay, most around settlement management. For deatils on features, look in the Articles section (WIP). In short:


Religions system.
  • 4 faiths added to the continent;
  • Faiths have clergy that act as notables in settlements;
  • Heroes have piety;
  • Piety can be gained by performing rites, being a virtuous follower of the faith and other methods;
  • Piety can be spent for blessings - each faith has different options.



Educations system.
  • Learn languages. 7 languages in the continent that can be learned;
  • Read books. Books can be bought by specialized sellers. Books provide skill xp and focus points. Books are written in a specific language;
  • Adopt lifestyles. 13 lifestyles allow you to specialize in a specific way of playing. Each lifestyle has 3-4 unique perks.



Decisions system.
  • Several custom decisions can be taken under different circunstances;
  • Personal decisions such as recruit a companion (without looking for them), or assume a different culture;
  • Major decisions such as found a kingdom title, or restore the Calradian Empire to it's former glory.



Innovations system.
  • Each culture has a set of innovations. These develop separately from other cultures. These can be inspected in Enclycopedia clan pages, which now contain information on the clan's culture;
  • Innovations impact the world. For example, innovations that increase agricultural output have a big impact on the food supply across the map;
  • More innovations & cultural innovations will come in the future.


Smithing overhaul.
  • Craft armor, bardings, shields and ammo. All these item can now be crafted with their own balanced difficulty and material costs formulas;
  • Spend time. Crafting for the player is no longer instant;
  • Pay your time. Each hour spent crafting is payed, because the smith is not yours;
  • Rebalanced stamina usage. Stamina costs have been increased across the board, to alliviate smithing as a massive exploit in the game;
  • Realistic smelting yields. Metal smeltings yields now correlates to the weapon type. Daggers no longer yield more metal than greatswords. Therefore not only it is more realistic but known exploits such as smelting throwing daggers are significantly less efficient.



Custom Starts.
  • Several options starts. Each suited to a playstyle. Going over the same early game grind again is no longer necessary, or can just be more fun;
  • Custom debuffs. In exchange for the bonuses, some starts have custom debuffs. These are relatively strong, but wear off after 5 years;
  • Lifestyles kickstarted. Several starts will kickstart a lifestyle associated with them. Usually lifestyles can only be started by having 15 skill in each of the lifestyle skills. With a custom start, you get the lifestyle and it's first perk (which would cost a skill point) for free.




Game Rebalance - Soft Caps.
  • Banner Kings introduces 3 major soft cap concepts: Demesne Limit, Unlanded Demesne Limit, Vassal Limit. Snowballing and accumulating towns is virtually;
  • Demesne limit describes how many settlements your clan can own without autonomy impacts. Each type of settlement has a different weight;
  • Unlanded Demesne describes how many unlanded titles you can own, such as duchies and kingdom titles. Accumulatin these will quickly deteriorate relations with vassals;
  • Vassal limit describes how many vassals you can have. Vassals are lords under your titles, as well as the companions that you knight. Having too many vassals will deteriorate your influence;
  • These are affected by several new perks and lifestyles. Most importantly, they are affected by your position in the title hierarchy.


Game Rebalance - AI Finances & War.
  • AI Lords now have multiple income streams: they will buy caravans and workshops. Lords will also be financed by notables that support their clan, in times of war;
  • AI will try to accumulate money. No recruiting in peace time. By saving on their biggest expense, AI will accumulate wealth during peace time. This will allow them to fill their coffers and/or buy new streams of income, such as caravans and workshops. The money accumualted will most certainly be needed during war;
  • No recruiting = no army filled with recruits anymore. Since AI will not recruit nearly as much during peace, settlements will fill and train their volunteer stacks. When war breaks out, lords will immediatly seek recruits, who will often be tier 3 - 4, rather than tier 1. Therefore, armies will be made mostly of decent troops, rather than ragtag peasants;
  • AI will now hire and use companions. Companions will serve the roles they are best at: surgeon, scouts, etc. They function just like player companions.


Game Rebalance - Skills.
  • Skill progress is no longer blocked. In Bannerlord, at some point your skill gain modifier will reach 0%. Meaning, you are completely blocked from progressing. This has been changed to 5% minimum, therefore you can always be progressing;
  • 1 new attribute and 3 new skills. Banner Kings adds 3 completely new skills - Scholarship, Lordship and Theology. These 3 are integrated in all of the other systems in the mod - Scholarship is gained through education features, Theology through religions interactions and Lordship through titles. Each skill has it's very own unique set of perks. These may be changed/added as the mod progresses.


Game Rebalance - Economy.
  •  More caravans on the map;
  • Trade goods have modifiers, such as Crude, Fine or Masterwork. Different towns have different production qualities (affected by several factors). This means there are new trading options, as some settlements produce better stuff than others. It also means workshops can profit more, as producing better items that sell for more makes them profit more;
  • 7 new trade goods. 5 new food types added to the conomy: Bread, Pie, Apples, Oranges, Carrots. 2 new animals: chickens and geese;
  • Workshops are more expensive: their price is based on a profit project.
  • Caravans are more expensive.
  • Population-based consumption and new stats such as caravan attractiveness will pull caravans to different settlemens more dynamically;
  • Demand being higher, manufactured goods are more expensive. In turn, this makes caravans and workshps more profitable.
  • Village revenue significantly increased through increased production and carrying capacity of villages;
  • Persistent gold quantities in markets (towns and villages);
  • Notables are actualy payed when recruits are bought (they were not);



Game Rebalance - Troops, Recuitment & Morale.
  • Castle notables. Castles are now populated with notables, whose recruits can be bought;
  • Noble recruits now spawn for every noble. The change is based on their power. In native, nobles only spawn for a specific notable type, and are guaranteed to spawn;
  • Noble recruits are most common in villages, followed by castles, and rarest in towns;
  • Expensive on the ground, cheap on the walls. Troops are on average 3 times more expensive.Garrisons have a major price discount;
  • More trainning. Troop upgrades require double the normal experience;
  • Morale changes. More food is required for food variety bonus, as Banner Kings adds 5 new cheap food types. Food quality is also a factor now, given that settlements produce items with different modifiers. Bad food = morale hit.


A whole new depth to settlement management.
  • Fully fleshed out populations system, with 4 different social classes, each fulfilling a different function;
  • A plethora of new settlement stats, such as Stability and Manpower, that will be affected and affect your settlement in different ways;
  • New policies and decisions allow for much more precise control of your settlement;
  • Completely overhaul calculations of native settlement stats (Loyalty, Prosperity, etc.). Your settlement no longer revolves around your prosperity and positive food output - it's more complicated;
  • Settlements now support local notables as governors. Local governors allow you to save a precious companion slot and let the settlement run itself, albeit with a bit of an autonomy hit.
 



Village Projects.
  • Entirely new buildings that can now be constructed in villages, much like vanilla construction;
  • Buildings fulfill different purposes such as slowing down raids, increasing militia or production output;
  • Some buildings are universal (available for any village), others specific to the village type (ie Blacksmith to iron villages).

Feudal Titles. 
Persistent titles that mirror the feudalism system, and work much like titles in Crusader Kings. Titles represent the legal ownership to a demesne (domain),often associated to a piece of land (settlement);

  • Titles follow a hierarchy: Lordship (village) -> Barony (Castle) -> County (Town) -> Dukedom (Collection of counties) -> Kingdom (Collection of dukedoms);
  • Every title has a De Jure (legal) owner and a De Facto (actual) owner. In many cases, these are the same person. However, they may be different. Once you conquer a settlement, you become the De Facto owner of that title. However, you do not legally possess it, as it was taken by force, rather than inheritance or other legal means, and that will have implications;
  • Titles imply a suzerain/vassal relationship. Previously, all lords were the same 'level' in a faction, other than the king. Now, they are lords and vassals of each other. Your highest title dictates this relationship. If your highest title is legally the vassal of other title (say, a dukedom, which is necessarily the vassal of a kingdom), it means you are a duke, and therefore vassal of the De Jure king. Counts under your dukedom will be your vassals, and you, their suzerain;
  • Every title follows a contract. The contract estipulates the legal Government type, Succession type, Inheritance type and Gender Law associated with the title.


Succession Laws. 
Different factions will now have different types of transition of power.These are the existing succession laws:

  • Hereditary Monarchy. The leadership of the kingdom remains with the dominant clan. The faction leader will be the leading clan's leader, as per the clan's Inheritance law. No elections. Factions: Vlandia, Aserai;
  • Elective Monarchy. Clan leaders will vote on the next monarch (vanilla). Factions: Battania, Khuzait, Sturgia;
  • Imperial. A new emperor is appointed by the previous one. Emperors are chosen based on several criteria, including their age, their clan's fame and their personal skills of management and leadership. No elections. Factions: Southern Empire, Western Empire;
  • Republican. A new faction leader is elected from all the available clans. Republic have yearly elections. The new leader may not be the same as the previous leader (no consecutive terms). Leaders are chosen based on several factors, including their age and clan's fame.


Inheritance Laws. 
Inheritance dictates how the leadership of clans is assigned when the leader passes away. These are the existing inheritance laws:

  • Primogeniture. The eldest blood family member is chosen to inherit the clan.
  • Ultimogeniture. The youngest (adult) blood family member is chosen to inherit the clan.
  • Seniority. The eldest clan member is chosen to inherit the clan, regardless of blood ties (such as companions).


Court & Council.
  • Each lord has now a council, which is composed by court members. The court is composed by notables of your settlements, your direct vassals (see Feudal Titles) and family;
  • The council is currently made of 4 positions: Chancellor, Steward, Marshall and Spymaster. Each filled position brings passive bonuses to your settlements;
  • The effect of passive bonuses is based on the council member's competence, calculated from his/her personals skills based on the requirements for the job;
  • Council members are payed a share of your revenue.



Knighthood.
  • Companions now require significant investment before they can act like nobles, they have to be 'knighted'. Knighting a companion requires gold (5000 for the player), 150 influence, requires being in a kingdom and at least tier 2 clan. It also requires the legal (De Jure) ownership of any title higher than Lordship level, as well as a Lordship tittle to be given to the knight;
  • Knighthood requirements for player can be enabled/disabled with commands bannerkings.enable_knighhood and bannerkings.disable_knighthood.
  • A knighted companion is able to raise a retinue (soldiers). The knight will pay his own expenses through the lordship gifted to him/her;
  • Essentialy you can no longer find someone in a tavern, give them an army and set them off to die for you. Raising soldiers requires knighthood, and granting knighthood requires a heavy investment. 


Travelling Parties.
New civillian parties populate the map. Currently they are (more will come):
  • Slave caravans. Soldiers that transport slaves from towns to villages;
  • Travelling serfs. Groups of serfs migrating between towns. They carry simple goods and food, and have minimal defense;
  • Travelling craftsmen. Groups of craftsmen, less numerous than serfs. Carry industrial goods as well as crafting materials (ingots). They are the only party to carry these materials in the game. Average defense level;
  • Travelling nobles. Rarest group of travellers. Professional defense. Carry luxury goods such as spices and jewelry, yielding good loot if the player chooses to raid them.


Settlement Actions.

Several actions can be taken in towns and castles with different purposes (more actions will be added, including villages):

  • Serve as guard: can be done so long you are not part of a kingdom / owns settlements. Pays little, trains combat skills, might hurt you over time;
  • Train guards: Requires at least 50 leadership and 160 points in combat skills (combined). Trains leadership and combat skills, pays much better;
  • Go hunting: Hunt game in the woods. Requires Hunting Rights policy to be enacted, or being the settlement owner. Gives fur and meat;
  • Meet nobility: Meet high society of the settlement. Adds influence, trains charm. Requires nobility (being part of a kingdom).




Future Features

  • Fully fledged religions system. Different mechanics for each religion. Sacrifices. Religious institutions members (priests, shamans, etc). Win favor of religious institution & interact with actions / ask favors.
  • Large scale invasions on the continent. New cultures & lords spawn with large armies to take over the existing factions. Mass migrations after conquest quickly assimilate settlements into their own culture.
  • Free adventurer companies on the map (like the player's), which can be interacted with / rented.
  • Guilds: Institutions that affect the settlement depending on their type. Can be interacted with / gain influence with. Request favors.
  • Full usage of mod's features by the AI.